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The Cliffs Queen’s Court

umberto pignatelli (order #2833309) 9


Beasts & Barbarians Heroic Tale #1:

The Cliffs
Queen’s Court
A Sword and Sorcery Savage Worlds Heroic Tale For Beginning
Seasoned Characters.
By Umberto Pignatelli and Dave Blewer
Edits: Mike “Upior” Slabon, Piotr Koryś

Layout: http://winnicki.pro/

Art: Magdalena Partyka, some artwork copyright Michael Hammes and Philip Reed and
Fantasy Filler Art copyright Rick Hershey, used under license.

www.roninarts.com All Rights Reserved.

“This game references the Savage Worlds game system, available from
Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all
associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or
suitability for purpose of this product

umberto pignatelli (order #2833309) 9


Sparse, and include things like rabbit burrows, and small
Introduction bushes concealed in the fog. Finally, the heroes’ horses are
Exhausted (see Fatigue in Savage Worlds) and suffer a –2 to
Trait rolls. The marauders horses are Fatigued and suffer a

T
he heroes were crossing the Cairnlands as part –1 to Trait rolls.
of a caravan, either working as hired guards, or as
passengers traveling from the Marquees to Valkheim.
This morning the caravan was ambushed by a band of At the start of the fourth round of the chase, the
Cairnlander marauders, and only the heroes escaped. leading hero may make a Notice roll. Success allows him
to spot a cliff edge rapidly approaching, and he can warn
his comrades, and pull up in times. Failure on the Notice
To make matters worse, during their escape, they killed roll causes the horse to spot the danger and balk, possibly
the marauders’ chief ’s son! The heroes are presently fleeing throwing its rider. If the heroes fail a Riding roll, he is
on horseback, with the marauder band in close pursuit. thrown for 2d6 damage. With their escape blocked, the
The chase has lasted several hours, and their horses are heroes must face their pursuers. Luckily the chase may have
exhausted—if the heroes don’t find refuge soon, they are split the marauders up, making them somewhat easier to
almost certainly doomed… deal with.

(M) Cairnlander Marauders (2 per hero).

Sea of Fog
The heroes long ago left any recognizable trails, attempting The Cliff’s Door
to lose their pursuers in the wilderness along the shore of
the Drowned King Sea. A thick sea fog has risen up, and
covers the ground up too the horses fetlocks. This gives the Once the leading group of marauders has been dealt with,
heroes the eerie illusion of racing across a sea of fog—the the heroes have a few moments to catch their breath before
ground is totally hidden from sight. deciding their next move. This allows the efforts of the
day to catch up with them with a vengeance. Have each
hero attempt to succeed on a Vigor roll or suffer a level of
A group of marauders have pulled ahead of their Fatigue.
comrades, and emboldened, spur their mounts in an attempt
to catch the heroes. Run this using the Chase Rules in
Savage Worlds. The Range Increments are 5” and the two Through the fog the heroes can hear the drumming of
groups are 20” apart at the start of the chase. Obstacles are hooves, as an overwhelming mob of marauders race towards
them. Their only hope of escape is down the cliff face.
Heroes who peer over the edge spy a narrow, dangerous
rough-hewn stairway, which disappears into the fog.

The stair descends for several hundred feet, until


eventually it ends at an ancient, rusty, algae covered door
set into the rockface. A succesful Notice roll uncovers
strange runes beneath the rust, and detritus. Written in the
old Cairn language, these runes translate as “Beware things
unaged! Beware the gifts not refused”.

Honored Guests
The door opens into a dark, damp, kelp-covered tunnel,
leading deeper into the cliff. After a few minutes of
traveling strange ethereal harp music and indistinct talking
and laughing is heard ahead. As the heroes progress further
they become aware of a light ahead, which appears to be
cast by torch or brazier, but also has the quality of light,
refracted through water. Eventually the cavern opens up

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into a spectacularly beautiful grotto. Read, or paraphrase frequently touch the heroes, their caresses straying very
the following: close to intimate areas. As the feast continues they start to
openly flirt with the hero, competing with one another for
his attention. Whether the hero responds to this attention
Before you is a cavern rivaling any palace. The or not has no mechanical effect upon the rest of the scenario.
stone floor is polished, and exquisite coral columns However, a less than polite rebuttal of the attention earns
appear to support the roof. Well made tapestries them a cold stare, and they are ignored for the rest of the
cover the walls, and are obviously made by many festivities.
different hands and styles. They do however all
depict aquatic scenes. Burning braziers masked
by light –distorting seaweed drapes, warms the The food may be strange, and exotic to the heroes, but it
chamber. proves to be not only delicious, but also must be enchanted.
Each hero may remove either a Wound or a level of Fatigue.

You have interrupted a feast. Seated upon cushions


around a large stone table are dark skinned, During the meal, have the heroes make a Notice roll. The
beautiful, strangely ephemeral women dressed in hero who succeeds with the highest score becomes aware of
revealing silks. Human maidens, dressed in green a Cairnlander serving maid trying to discreetly attract their
serve them, many are Cairnlanders, but others attention. Seeing her success she approaches the hero using
from other further flung lands are also present. the excuse of refilling his wine glass, or empty plate to lean
Other dark skinned women are dancing to music in close and whisper:
played on a coral harp by a tall woman who’s
beauty dwarves all others in the room.
“You are in danger! Don’t drink or eat anything
more!”
When the heroes make their presence known, the
playing, and the dancing comes to a sudden, chaotic halt
as everyone stares at the heroes, startled. Quickly, the harp Unfortunately, before she can be questioned further, she
player visibly collects her wits and greets them, introducing is shooed away by one of Seablossom’s courtesans. The hero
herself as Seablossom, Queen of the Kingdom Under The can try and alert his companions, but should do so stealthily.
Cliff, asks them their names, and invites them to eat and Those alerted may also want to question the serving girl ,
drink. She does everything possible to make them feel but this will prove to be almost impossible unless one of
welcome and too soothe their worries. them claims to need to answer a call of nature. Seablossom
looks disgusted at the thought of such a base act, but orders
one of the serving girls to show the hero to a nearby alcove.
If the heroes raise worries about the Cairnlander Fortunately, it is the same girl who approached the hero.
Marauders, Seablossom assures them the high tide will If the heroes are discovered in their plotting—or just flat
cover the tunnel entrance they used until dawn, she is out accuse Seablossom of trying to poison them—the
evasive on all other questions claiming there will be plenty Cliff Queen at the very least starts the next part of the
of time to talk once the heroes are rested and refreshed. celebration, the Dance.

Once she is away from Seablossom, and her courtesans,


the serving maid is able to talk, albeit hurriedly. They
The Feast only have a few minutes before their absence will become
suspicious. The girl reveals her name is Winna — read or
paraphrase the following depending on the questions the
Cushions are brought for the heroes, and space is made at hero asks:
the stone table. The serving maids place coral plates heaped
with strange and exotic seafood delicacies, alongside cups
of amber wine with a slightly salty taste. “You are all in terrible danger! The queen and
the others are not what they appear to be. They
are witches who feed upon the flesh of men to
Each male hero is seated between two of the dark skinned preserve their youth and beauty. If you stay here
beauties, and the male hero with the highest Charisma is you will all be dead before dawn and your women
placed near the head of the table next to Seablossom herself. will be enslaved, just as I was. The only way out
Female heroes find themselves placed at the far end of the is another exit above the tide line, but it is barred
table and all but ignored. If the heroes reject the offered by a locked gate which is opened by a key which
seating, and insist on sitting all together, Seablossom and hangs around the queen’s neck. If you can get
her court will be offended by the refusal, and treat them that, there is a chance of escaping to freedom!”
with icy indifference for the rest of the feast.

Only the hero being personally attended by Seablossom


During the course of the feast the male heroes enjoy has a chance to steal the carved coral key, hanging on a
the attentions of the courtesans seated either side of him. seaweed cord around her neck. To do so they are going to
They hand feed him choice treats from their plates, and have to allow her to play her seductive games with them,

umberto pignatelli (order #2833309) 9


hoping an opportunity will present itself to take the key shouts. Some descend upon the heroes—even the women—
undetected. and attempt to pull them to their feet, and into the dance.

Once the hero initiates the attempt, he must make Ask the players if they are going to join in, those who
alternating Persuasion and Stealth rolls, opposed by the refuse discover they are being are compelled magically to
queens Notice. Each success grants the hero a token—two dance. They must succeed at a Spirit roll with a -2 penalty
with a raise. He only has five rounds to gather five or more if they ate the feast’s food, and a further -2 penalty if they
tokens, which signifies the key has been stolen unnoticed. drank the wine. Failure means they are forced to dance.
If he fails to gather enough tokens in the allotted time,
Seablossom halts proceedings to initiate the Dance. If
he rolls a critical failure , the queen realizes what he is Initially the dance may seem amusing, but it soon
attempting to do and attacks him. becomes frenzied and exhausting. Every fifteen minutes
each dancing hero must succeed at a Vigor roll—the
penalties from eating and drinking are halved—or suffer a
level of Fatigue. Only if they succeed with a raise are they
able to cease dancing. Anyone who dies from exhaustion
The Dance rapidly ages and decays.

The heroes who stop dancing are attacked by Seablossom


and two of the courtesans, with razor sharp claws. If the
harp is destroyed, the compulsion to dance ends—it has an
Toughness of 7. Dancing heroes can still use Intimidation
and Trick attacks, though they suffer a -4 penalty due to not
being in control of their bodies.

(M) (WC)Seablossom
(M) Seablossom’s Courtesan (2 per hero +1)

Escape through
the Palace
Once Seablossom and her evil coven are dealt with, and
they have recovered the coral key, Winna can lead them out
of the palace through the other exit.

They must hurry, because a few moments after


Seablossom’s death the palace starts to crumble!

“Come on!” Winna shouts “We must leave this


place before it is too late!”

At some point—either decided by the heroes actions, or Handle this situation as a chase with the avalanche
the Game Masters whim—Seablossom stops what she is caused by the crumbling palace. The avalanche is a Wild
doing and loudly calls for everyone’s attention. Read or Card opponent. It has Agility d4 on the first round, and
paraphrase the following: the die type rises one step every round to a maximum of
d8. If, at the end of its turn, a hero is caught by or behind
the avalanche’s front, he suffers 2d6 damage and receives -1
.“The night is young, and our company is youthful to all Agility based rolls until he manages to overtake the
and vigorous! It is time for us to dance! Play! falling rocks’ front.

.At Seablossom’s words the coral harp she was playing The party starts at Medium distance from the collapsing
earlier starts to produce beautiful and rhythmic music, even and each Range Increment equates to 5” on the tabletop.
though no one is playing it. Seablossom, and many of the Consider Winna to be “attached” to the character she spoke
courtesans start to sway, adding to the music with finger to earlierEvery 10” advanced from the heroes in the chase
cymbals. Other courtesans leap to their feet with gleeful (2 Range Increments), they cross a particular location.
Consider every location to be 10” long for chase purposes.

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Dark Corridor: Dark Light Conditions, which inflict a she succumbs to old age she whispers her last words to the
-2 on all rolls. heroes:

Slippery Stairs: Anyone attempting to climb these “I was forced into service over a century ago, and
stairs must succeed on an Agility roll or have their Pace I knew what fate awaited me should I escape. Do
halved (round down). Rolling 1 on the Trait dice, regardless not grieve for me. I die, but I die free!”
of the Wild Die, slips and falls, suffering 2d6 damage They
do advance 3” however.
The heroes have ended a threat which plagued this
region for centuries: Seablossom, the Cliff Queen! The
Treasure Room: Piles of gold, jewels and gems lie in marauders they were fleeing from earlier are nowhere to be
this room—loot from earlier victims. A hero may forgo his seen. They may have emerged from the fallen palace with
movement and gather 300 Moons in gold and treasure (15 gold and treasure.
lbs). However doing so can encumber him. Greedy heroes
may have to succeed at a Spirit roll before being able to
move on. Today is a good day to be alive!

Chamber of Specters: The souls of past victims have


collected in this room and shriek their hat at any who pass
through. Each hero must make a Guts (-1) roll every round Creatures
they are in the chamber.
and NPC
The Gate: A massive rusting bronze gate bars the heroes
final exit. It has three separate locks, all which are opened
by the same key. Luckily the mechanisms are smooth Cairnlander Marauder
and if the hero succeeds at an Agility roll, it is possible to
disengage two locks in the same round, otherwise only one
is unlocked. These fearsome warriors of the Cairnlands have the features
of a skull painted upon their faces with white wode. Small
bones from their ancestors hang from their armor. The
Cairnlanders believe they can draw upon them for strength
and skill.
An Unhappy
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8,
End Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Riding d6,
Shooting d6.
Opening the gate washes the heroes in the sunlight of Pace: 6; Parry: 5; Toughness: 6 (1)
dawn. Gear: hand weapons (Str+d6), bow (Damage: 2d6, Range:
12/24/48), leather armor (+1).
Hindrances: Greedy.
You escape barely in time, while, behind you, the Edges: -
entrance to Seablossom’s reign collapses among Special abilities:
the debris. • War Leader: One in every eight marauder has Fighting
d8, Riding d8, and the Command Edge.

They have emerged in the ruins of a watchtower further


down the coast. As the sunlight strikes Winna she starts Seablossom
to rapidly age, until she becomes an aged crone. Before
This stunningly beautiful creature was once a witch who was
forced into marriage by an ancient king of the Cairnlands.
Ruthlessly evil, she murdered him, and usurped his throne.
Gradually she became the depraved demon she is today, and
find the touch of sunlight to be painful. She lives within her
palace in the cliffs enticing men into her clutches so she
may feed on their flesh.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength
d8, Vigor d8
Skills: Fighting d10, Intimidation d10, Notice d8,
Persuasion d10, Sorcery d10, Stealth d6.
Pace: 6; Parry: 7; Toughness: 6

umberto pignatelli (order #2833309) 9


Special Abilities:
• Attractive, Seablosson is a stunning beauty and has
Charisma +6;
• Claws: Str+d4.
• Demon: Demons are immune to poison and disease
and gain a +2 bonus to recover from being Shaken.
• Weakness (Harp): Destroying Seablossom’s harp
removes her sorcery skills – she cannot cast any spell.
• Sorcery: Seablossom is a powerful witch. She has
20 Power Points and knows the following Powers:
deflection (fast reflexes),fear (frightening illusions), stun
(glowing eyes), and smite (pain touch).

Seablossom’s Courtesan

These creatures were once the hand maidens of the


Cairnland Witchqueen Seablossom. Over the years they
have become corrupted into the foul creatures they are
today.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8,


Vigor d6
Skills: Fighting d6, Intimidation d8, Persuasion d8,
Throwing d6, Stealth d6.

Pace: 6; Parry: 5; Toughness: 5

Gear: Chackram bracelets x2 (Damage: Str+d4, Range:


4/8/16, -1 to Fighting rolls, AP 2 A raise on the Throwing
roll negates the target’s cover).
Special Abilities:
Attractive, Courtesans have Charisma: +2;
Claws: Str+d6.
Demon: Demons are immune to poison and disease and
gain a +2 bonus to recover from being Shaken.

umberto pignatelli (order #2833309) 9


his spring!
Coming

umberto pignatelli (order #2833309) 9


umberto pignatelli (order #2833309) 9
umberto pignatelli (order #2833309) 9
umberto pignatelli (order #2833309) 9
umberto pignatelli (order #2833309) 9

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